Inspired by: Okamirufu Vizualizer
Transform 2D text into a dynamic, 3D point cloud that “melts,” “morphs,” and “dissolves” with a liquid-like fluidity. This technique bridges the 2D TOP world with the 3D POP world.
Operator Families in this Recipe
- TOPs (Texture Operators): Creating the text source.
- POPs (Point Operators): Driving the “melting” simulation.
- SOPs (Surface Operators): Turning points into renderable geometry.
Part 1: High-Contrast Text Source
- Text TOP: Create a Text TOP.
- Font → Choose a thick, bold font (e.g., Arial Black).
- Size →
256 x 256(lower resolutions work faster for point conversion). - Content → Type a single word or letter.
- Edge TOP: Connect the Text TOP to an Edge TOP if you want to only generate points on the outline of the text.
Part 2: Pixel to Point Conversion (POPs)
- The Container: Create a Geo COMP and enter it.
- Bridge to POPs: Create a POP SOP and enter it.
- TOP to POP: Add a TOP to POP. Drag your Text TOP into the “TOP” parameter.
- Source Color →
RGB. This creates points based on pixel brightness. - Step →
1, 1. This creates one point for every pixel. - Threshold →
0.5. This ensures points only exist where the text is white.
- Source Color →
Part 3: The “Melting” Simulation
- Noise POP (Vertical Flow): Add a Noise POP.
- Amplitude →
0.5. - Noise Tab → Set “Monochrome” to
Off. - Transform (Translate Y) →
absTime.seconds * 0.5. - This creates a vertical “drip” effect as points move through a noise field.
- Amplitude →
- Force POP (Dissolve): Add a Force POP.
- Animate the Magnitude to “explode” or “dissolve” the text when you trigger a button or a music beat.
- Solver POP: Add a Solver POP after the noise and forces to give the motion physical persistence.
Part 4: Shading & Rendering
- Use a Geometry COMP for instancing or convert the points into Point Sprites (see the Amoeba Recipe for the rendering setup).
- Add a Bloom TOP at the end of your chain to make the melting points glow with a neon “Y2K” energy.
Parameter Tuning & Behavior
| Parameter | Behavior |
|---|---|
| Noise Amplitude | Higher = more chaotic, “melting” distortion; Lower = text remains legible but wiggles. |
| Vertical Drip Speed | Higher = text “melts” rapidly like water; Lower = slow, honey-like viscous flow. |
| Force Magnitude | Higher = explosive, violent dissolution of the text; Lower = gentle drifting of points. |
| Bloom Intensity | Higher = points become glowing embers; Lower = sharp, distinct digital pixels. |
Network Architecture
To visualize how the data flows, here is a map of the final network:
[ TEXT SOURCE ]
Text TOP ──▶ Edge TOP (Optional)
│
┌─────────┘
▼
[ POP NETWORK ]
TOP to POP (Pixel Position)
│
▼
Noise POP (Vertical Drip)
│
▼
Force POP (Trigger Dissolve)
│
▼
Solver POP (Physics Engine)
│
▼
[ POP SOP ] ───▶ [ Geo COMP ] ───▶ [ Bloom TOP ]Data Flow Explanation
- Sourcing: The
Text TOPcreates our base visual. TheTOP to POPconverts those 2D pixels into 3D points. - Forces: The
Noise POPpushes the points downward like a liquid drip. - Simulation: The
Solver POPis the core of the physics. It ensures that the points don’t just “jump” to a new position, but move there over time based on the forces applied. - Polish: The
Bloom TOPat the end makes those points glow, emphasizing the liquid and neon aesthetic of the Okamirufu style.
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